function Node_BW(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "BW"; shader = sh_bw; uniform_exp = shader_get_uniform(shader, "brightness"); uniform_con = shader_get_uniform(shader, "contrast"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [ -1, 1, 0.01]); inputs[| 2] = nodeValue("Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [ -1, 4, 0.01]); inputs[| 3] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 4] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 5; input_display_list = [ 5, ["Output", true], 0, 3, 4, ["BW", false], 1, 2, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static process_data = function(_outSurf, _data, _output_index, _array_index) { var _exp = _data[1]; var _con = _data[2]; surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; shader_set(shader); shader_set_uniform_f(uniform_exp, _exp); shader_set_uniform_f(uniform_con, _con); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); _outSurf = mask_apply(_data[0], _outSurf, _data[3], _data[4]); return _outSurf; } }